~Hack at the tree with your (non-toolbelt) Hatchets. ~Burn it with logs you brought with you (Unending Damage over time). ~The Evil Tree will attack you with roots, as it does now, except they are more mobile. ~The Tree will drain your Woodcutting level, instead of damaging you. ~
Evil Tree Special Attack
: May break your Hatchet. Would be wise to bring backups. ~Once your Woodcutting level reaches 0, you will begin taking typeless damage. ~Only way to leave is Teleport or Death.
I would love to see the fight actually having some mechanics about it.
For instance, when the tree reaches health targets (75%/50%/25%) Tree spirits spawn and start to return the tree to health. Players must instead cut down the tree spirits in a timely manner to halt the trees rejuvenation. At 10% The tree becomes enraged and starts to flail its branches. A shadow will give an indication of where the tree is about to hit giving players a chance at dodging an attack. If players are hit, Woodcutting levels are drained significantly and their equipped hatchet is unequipped and placed in a random area within the instance. This may force stat restore mechanics as some players may not be able to equip their hatchet after level reduction.
That is just scratching the surface of what this boss could contain! I wholeheartedly support a skilling boss!
I kinda prefer the Evil Trees as they are (although they could still use some work). Plus I think more interesting skilling bosses could be added, especially for woodcutting I'd much rather see some kind of maze made of living roots and trees we have to chop our way through.
I'm not sure about having to bring an inventory of items with you to fight the bosses as well, sure that's how normal bossing works, but it feels like it goes against the spirit of skilling. I wouldn't be completely opposed to it if that ended up being how skilling bosses work though, I'd just prefer if they didn't work like that.
Also you say the boss doesn't deal damage but instead drains your woodcutting level and then deals damage and the only way to leave is to teleport out or die, but really all that means is that you can just bring 1 or 2 super restore flasks and not have to worry about dying at all. I do think that skilling bosses shouldn't be as high risk as other bosses, but that seems very low risk. Even counting in having broken axes just makes it more annoying than risky. And for that reason I also don't support the idea of the boss breaking axes, it doesn't add risk it just adds annoyance.99-120 Skill content,Skilling boss ideas,Talents,God Emissary D&D/Minigame,Vampyric and Elven tech trees